Does not Chuckle (Shuckle) @ Mental Herb
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Sticky Web
- Stealth Rock
- Encore
- Knock Off/Final Gambit
While Shuckle is in PU for now, I still think its one the best webs and rocks setters for HO around. Encore is for if/when the opponite tries to set up on Shuckle, I can lock them in and whack them with my other mons, and Knock Off is the occational option to removes boots if they immeditatly go for their Defogger/Spinner with Boots on or you could go Final Gambit if getting a Mon on the field without it getting attacked is super important to you. I wasn't to sure with def to invest in, but I found I tended to need s.Def more often than p.Def.
Beep Boop (Magearna) @ Leftovers
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Electro Ball
- Ice Beam/Dazzling Gleam/Fleur Cannon
- Focus Blast/Fleur Canon
A bit of an odd choice, but I can switch in to an Encored Toxic setter and Shift Gear when they switch out. Electro Ball scales with speed and I find that 9 times out of 10, I'll end up with a 120-150bp move against most mons, minus scarfers and Phara/Regieleki/Zeraora. Ice beam and Focus Blast is for ground mons, like Lando-t or Excadrill. If you added Ice beam/Triple Axel to Phero, you can drop Ice Beam for Dazzling Gleam for that general STAB move to spam or Fleur Cannon if you prefer a nuke STAB move. Or Keep the Ice and drop Focus Blast for Fleur Cannon. And yes, I've hit more Focus Blasts than Gunk Shots.
FOOTBALLLL (Cinderace) @ Heavy-Duty Boots
Ability: Libero
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot/Sucker Punch
- Pyro Ball
- High Jump Kick
- U-turn
I tried running Gunk Shot to deal with fairies, but out of 10 games, I've hit 1 Gunk Shot, so I've gone back to Sucker Punch. As for the other moves: Pyro Ball is just a super strong move with 90% acc, High Jump Kick deals with darks and just hits really really hard, and U-turn is momentum and getting my bunny of the way if I think they're gonna use a ground move or Toxic. I still think that the U-turn set is the best of them all, unless you never use hazards and that spooky horse really spooks you in which case i guess Court Change is fine. Its a unique idea for a signiture move, along side Pyro ball, but I set webs, not swap them around.
Jay-Jay (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Mystical Fire
- Psychic
- Roost
Ah, Latios. I was running Soul Dew and Thunderbolt, but Life Orb and Roost is just better as it can heal and does more damage overall. Draco for STAB and dealing massive damage. Mystical Fire drops s.Atk and hits really hard, also dealing with Steel/Grass/Bug pivots, like Buzzwole, Ferro, and Corviknight. Psychic is a solid STAB along with hitting Toxipex, Zapdos-Galar, and just being a solid attack if I don't want to Draco and switch out. I tried Psyshock, but Psychic is just better for Latios. I do wish Latios got any Fairy moves, but no, can't have that.
No pic, Lol
Neigh I say (Spectrier) @ Leftovers
Ability: Grim Neigh
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Protect
- Shadow Ball
- Disable
A bit of a troll set, but it deals super well with the specs set running around. Sub and Protect lets me lure out a super effective move and than I can Disable it. And thanks to Webs for speed control, this horse is unbelievably good at dealing with its checks or mirror matches. I gave it Shadow Ball as its only attacking move, as it is Spectrier's strongest STAB move, outside Status!Hex, which is not a set I'm going for. You can not believe how good Disable is against some mons, it can lock down their healing, prevents buffing, even using it after an encore and watch them struggle to death or lose their stat boost as they switch out. I have a bit of trouble with Blissey or Chansey, but Blissey and Chansey really can't toxic and toss a ghost under sub. Also, Spectrier already has high SpA and with the ability to prevent a mon from healing themselves, along with an ability to boost its SpA after each kill, so investing in its SpA isn't worth it. Go for Speed and HP instead.
Ballerina (Pheromosa) @ Heavy-Duty Boots
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adament Nature
- Close Combat
- Triple Axel/Drill Run/Ice Beam
- Rapid Spin
- U-turn
A solid attacker and its my spinner as well. Pheromosa is very fast, and gets great moves for coverage. Close Combat for its Fighting STAB, and the move you'll probably click the most often. Triple Axel is for Flying/Ground types or Drill Run for Fire/Poison/Electric mons, or Ice beam is you can't trust Triple Axle to contect three times in a row to finish them off, in which case run 4SpA and Hasty. Rapid Spin clears hazards and puts Phero at 661 speed, which is stupid fast. U-turn is for momentum and getting the Ballerina Bug out of the way if I think it's facing a poor matchup. I've been thinking about Adament Phero, with Rapid Spin to increase speed if for some reason Phero is not fast enough.
Thoughts and Changelog: I thought about using a Troll Mew set, basically Block, Imprision, Transform, SR. Same with a Taunt Rocks Azlef, but I found that Webs does far more for me than rocks ever do, with Webs being my turn 1 move almost every game. While the Troll Spec seems pretty bad, I find it far better than Specs or Scarf does, as its ability to stall/bait out mons than lockdown an important move like Toxic, Softboil, or an Setup move is very good. I tend to slightly alter my teams moveset depending on the day, so I left in all my options I tend to rotate between on my mons if that interests anyone. I kind of wish Cinderace got Earthquake or Drill Run, but nope.